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Re: Punishing Thieves

I think it did as it meant you had the hard-cast Force of Will the next turn (I mean opponent really should have double-wasted first but still....) but anyways, no big deal.

Dack-Thief is one of my favourite interactions so I would love to try this as a build concept start (don't own enough to go for the full deck). What is the minimum number and ratio of Thieves to Dacks you think would work?

Re: Punishing Thieves

My first list started with 4 Dacks 2 Thieves, but I'm currently at 2 Dacks, 1 Thief, I wouldn't really go below 2 Dacks, and honestly, I wish I could find room for a third, but there is a bit of a glut at the 3 drop slot.

As you can see, I am trying to hedge more against burn with an additional hydroblast and two collective brutalities. The bolt was because I wanted one more clean answer to Leo, and I like having access to bolt. This felt like a lot of changes, but so far I am happy with them. I think these changes are for the best, because the worse matchups gain significant points, and the lost points are small, and largely to already strong matchups.

Edit: I have played two leagues with this build now and am 9-1. My thoughts are:

Brutality is kind of meh against things that aren't burn or delver but I don't want to cut it. Maybe I will move it to the board and bring the 4th force main.
Tasigur giving raw cards for brainstorm and Dack is cool, even if they give you junk.
I'm repeatedly happy with how Rise//Fall plays in this deck against a wide variety of decks, and it remains easier to cast than hymn.

Re: Punishing Thieves

Originally Posted by Stryfo

Brutality is kind of meh against things that aren't burn or delver but I don't want to cut it. Maybe I will move it to the board and bring the 4th force main.
Tasigur giving raw cards for brainstorm and Dack is cool, even if they give you junk.
I'm repeatedly happy with how Rise//Fall plays in this deck against a wide variety of decks, and it remains easier to cast than hymn.

I tested out rise//fall after your suggestion, seems decent in the combo matchup which is something I'm looking to improve. Also had an interesting play against reanimator where I bounced a creature from his grave and a creature he had in play. while I don't expect that to come up much I think that it is a good flex spot for right now and will catch many players off guard.

I think one of the more powerful aspects of the deck is the fact that people seem to have a hard time figuring out what to do against the deck. they either try to oversideboard to fight the graveyard or they lean to heavily on things like chalice/blood moon/leovold to try to get them there.

As you can see, I am trying to hedge more against burn with an additional hydroblast and two collective brutalities. The bolt was because I wanted one more clean answer to Leo, and I like having access to bolt. This felt like a lot of changes, but so far I am happy with them. I think these changes are for the best, because the worse matchups gain significant points, and the lost points are small, and largely to already strong matchups.

Edit: I have played two leagues with this build now and am 9-1. My thoughts are:

Brutality is kind of meh against things that aren't burn or delver but I don't want to cut it. Maybe I will move it to the board and bring the 4th force main.
Tasigur giving raw cards for brainstorm and Dack is cool, even if they give you junk.
I'm repeatedly happy with how Rise//Fall plays in this deck against a wide variety of decks, and it remains easier to cast than hymn.

You planning on doing a quick side boarding guide for some of the most prevelant decks? (Pile, D&T, Storm, Delver, S&S, etc.)